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Hi,everyone!
I'm working on a ground explosion test and come across a few problems: the first few frames is important to me, I want to emphasize the expanding effect, so besides adding divergence, I also set keys on the fuel sourcing geometry‘s scale, but that seems to blur out the fire into a hot mess. How can I get more details in the expanding fire?
Also, I add some custom vel into the sim, making it blow up in scattered directions, the side effect is: instead of forming a big mushroom cloud, it generate small mushroom caps as shown in the following preview. I have also tried using particle system to drive the sim, it also easily end up with these mushroom caps... How can I get rid of that?
These problems are driving me crazy, if you have any advice, please help me, thank you very much!!!
preview2.mov

Hey magicians,
I'm trying to make a mushroom asset just to practice, wanted to share to ask for some feedback.
Couple of questions:
1) Right now is kinda slow because of the resolution, is better to work on a slower mesh and at the final add a subdivide?, or maybe work with vdbs?
2) If I want to make for example, different kind of inner noise designs and have a dropdown, how do I do that? what should I pick in the parameter interface and how I link the end result of each design noise?
3) Right now the numbers on the parameters are kinda weird, should I start using fit range nodes on vops?
Here are some samples, this is my first try at modeling and making an asset so any advice on optimizing and make it better is more than welcome, still a work in progress, want to make adaptable to all kind of mushrooms (in a future I would like to animate a growth, should I be carring of that now? or at the end of having all the stuff?
Thanks to @konstantin magnus for the hip on how to make the gills
Thanks!
Mushroom_Asset.hip